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Marcia Hafif: Roma 1961–1969
This exhibition gathers together, for the first time in an Italian museum, the paintings, photographs and collages that the influential American artist Marcia Hafif (1929–2018) produced while living in Rome. Although it is not large, occupying just one room of the Museo d’Arte Contemporanea di Roma, the exhibition serenely demonstrates the development of Hafif’s painting during the eight years that she lived in the city. The artist moved from California to Italy in 1961, initially staying in Florence before settling in Rome. She was beguiled by the city’s Classical and Renaissance art and architecture as well as the thriving community of artists – the so-called Scuola di Piazza del Popolo, who used to meet around the Piazza del Popolo, at Caffè Rosati and the gallery La Tartaruga
THD_MAXIS
Research, design, production & engineering of a four font family of a typeface (digital software) entitled THD_MAXIS.
This is a long term research based project into the origins of Roman lettering & type forms. The typefaces is inspired by early Roman hand carved lettering & antique printed versions where the printing process & ink has affected the letterforms. The images here picture THD_MAXIS in there printed specimens, 682 x 481mm, gold & black
Fashion, the City, and the Spectacle: Expanding the Role of the Designer
Fashion is a spectacular (literally and metaphorically) means of seeing the world, a bellwether of society, its hopes, cares, and fears. Fashion-making and city-making are both social processes bound together in conceptual and mundane ways. This chapter purposefully draws on references spanning a century to demonstrate that fashion, as a city spectacle, has a long-held place in sustainability discourse. The author argues the connection between fashion and cities and the role designers play. Three specific design roles in the fashion sector are expanded on by the author in this chapter. The first is the designer as a determiner; their part is heavily constructed as the decision maker. The second is the designer as co-creator, where the role focuses on working in an open and flexible context that involves a wide range of individuals and interactions. Lastly, the designer as host which focuses on leadership and encouragement
Evaluating user engagement via Metaverse environment through immersive experience for travel and tourism websites
Purpose
The purpose of this paper is to explore user engagement (UE) within the Metaverse (MV) environment, emphasising the crucial role of immersive experiences (IEs). This study aims to understand how IEs influence UE and the mediating effects of hedonic value (HV) and utilitarian value (UV) on this relationship. Additionally, the authors examine the moderating impacts of user perceptions (UPs) such as headset comfort, simulation sickness, prior knowledge and ease of use on the utilisation of the MV. This study seeks to elucidate the dynamics of virtual travel at a pre-experience stage, enhancing the comprehension of how digital platforms can revolutionise UE in travel and tourism.
Design/methodology/approach
This study used a triangulation methodology to provide a thorough investigation into the factors influencing UE in the MV. A systematic literature review (SLR) was conducted to frame the research context and identify relevant variables. To gather empirical data, 25 interviews were performed with active MV users, supplemented by a survey distributed to 118 participants. The data collected was analysed using structural equation modelling (SEM) to test the hypothesised relationships between IEs, UPs, HV and UV and their combined effect on UE within the MV.
Findings
The findings from the SEM indicate that engaging in the MV leads to a positive IE, which significantly enhances UE. Additionally, it was discovered that HV and UV play a mediating role in strengthening the link between IEs and UE. Furthermore, UPs, including headset comfort, simulation sickness, prior knowledge and ease of use, are significant moderators in the relationship between IEs and MV usage. These insights provide a nuanced understanding of the variables that contribute to and enhance UE in virtual environments.
Originality/value
This research contributes original insights into the burgeoning field of digital tourism by focusing on the MV, a rapidly evolving platform. It addresses the gap in the existing literature by delineating the complex interplay between IEs, UPs and value constructs within the MV. By using a mixed-method approach and advanced statistical analysis, this study provides a comprehensive model of UE specific to virtual travel platforms. The findings are particularly valuable for developers and marketers in the hospitality and tourism sectors seeking to capitalise on digital transformation and enhance UE through immersive technologies
Fashion Innovation System Policy: Probing regional innovation systems to optimise digital manufacturing for fashion designers
Departing from the conventional 'one-size-fits-all' model, a novel approach to Regional Innovation Systems (RIS) has emerged, acknowledging the diverse traits of regions and sectors, thereby giving rise to RIS pathway approaches. In mature industries, particularly the fashion sector, innovation resistance poses a significant challenge among industrial actors. This study investigates the adoption of apparel digital manufacturing (ADM), specifically utilising 3D design software, as a strategic response to the costing challenges faced by Designer Fashion Enterprises (DFEs) to mitigate the risk of business failures. However, the prevalence of innovation resistance necessitates political interventions to optimise the implementation of ADM practices. Governmentsponsored fashion RIS initiatives in Seoul and London are actively working to establish digital manufacturing hubs, indicating a strategic push towards technological advancement. This research aims to identify optimal ADM practices for DFEs in these two cities, enhancing RIS performance. The study employs cross-cultural case studies to assess the practicality of ADM, utilising a comprehensive data collection approach encompassing a survey (n = 352), in-depth interviews (n = 30), and observational analysis (n = 10). Findings from the research reveal three key drivers for change: business competitiveness, process innovation, and ease of implementation. Conversely, identified barriers to innovation adoption include the perceived complexity of implementation, compromise of authenticity, lack of requisite knowledge and facilities, and inertia. This study contributes valuable insights to theoretical understanding and practical implementation and establishes a noteworthy correlation between Hofstede's power distance levels and the adoption of fashion innovation. The research emphasises systemic issues within fashion RIS that fail to effectively address innovation resistance factors among incumbent firms. Recommendations include advocating for patternmakers to acquire 3D technology skills to enhance ADM practices and improve educational services for pattern designers. This research offers significant contributions to RIS theory, guiding both researchers exploring actor-based and system-based approaches, policymakers aiming to enhance RIS performance, and stakeholders interested in the intersection of fashion and technology
Ten Texts on Sculpture 8: Sculptural Pedagogy
The eighth of a series of reading group podcasts on sculpture. In this episode Matt and Andrea read a few texts about sculpture and pedagogy. We look at Elena Crippa's essay about how Anthony Caro brought the group crit over from New York and used it to change the Central Saint Martin's sculpture course. We discuss the impact that had on British art schools from the 60s onwards. We also look at David Harding's writing on his time as the course leader for Environmental Art at Glasgow School of Art from 1985-2001, which though explicitly was not a medium specific sculpture course, seems to reflect a lot of the issues that we have been speaking about in other episodes through the lens of trying to do something different with art education
Re-written Songs, Musics, and Dubbing for Anime / 1: United States
This chapter explains how since the 1960s, in seeking to match anime’s inherently Japanese content to the perceived tastes of US-American audiences, the audio components of these anime were often radically altered, encompassing not only newly recorded English dubs to replace the original Japanese dialogue, but often a wholesale transformation of the accompanying sound effects and music. The chapter examines changing trends in the re-dubbing and re-soundtracking of Japanese anime for US audiences, from the 1960s to the present day. As the 1980s and 1990s gave way to the 2000s, anime’s popularity increased in the country, and the differences between the Japanese and English-language versions began to converge, reflective of a burgeoning fan desire for authenticity and fidelity to the Japanese original; this would have a direct impact on the type and style of the audio changes deemed necessary in contemporary anime consumption. While the chapter is not intended to present an exhaustive overview or comparison of content alterations or shifts within the medium’s aural aesthetics, it provides vital insight on an aspect central to the history of anime overseas
Spill the Tea
Idioms are a quintessential part of the English language, and one of the hardest elements for a student of the language to comprehend. For the English, expressions like ‘tea and sympathy’ or ‘just my cup of tea’ might feel cosy, informal and familiar. For the non- English speaker, these phrases can be confusing, ostracising- a secret code that cannot be directly translated but must be learned. Cockney rhyming slang becomes even more cryptic: a reference within a reference, only understandable to those in the know. ‘Tea’ becomes ‘Rosy Lee’, shortened simply to ‘a cup of Rosy’.
Tea is one of the most common subjects for idioms in English culture due to its omnipresence in the lives of people of every class, from a ‘builder’s brew’ to ‘tea with the Queen’, drunk with a raised little finger. Tea has been folded into an impression of Englishness within popular culture, however the dialogues within this exhibition demonstrate to us that tea is anything but English.
While we may be increasingly familiar with the human cost of the English tea industry, how we address this colonial legacy in the present becomes an uncomfortable question with no singular answer. Traditionally, postcards are a souvenir of lived experience, capturing something of the ‘foreign’ to share with those back home. These Spill the Tea postcards (named after another idiom, encouraging people to talk openly) offer a tool with which to initiate dialogue, unpacking the appropriation of tea into a popular notion of English culture, and allowing disparate viewpoints and perspectives to co-exist
What Matters, Not What is The Matter: A Novel Approach to Empathising and Understanding the Third Space of the Healthcare Waiting Room
This study uniquely applied a novel design-based lens to healthcare contexts to unveil many subtleties of the patient-space milieu, furthering debate and dialogue on this important topic.
The NHS operate under complex pressures including budgetary, resourcing, global pandemics and an ever-ageing population. In response, recent governmental drives to modernise operations include the 2019 ‘Health Infrastructure Plan’ that seeks to make improvements, where the intention is to address ‘what matters to someone’ and not just ‘what’s the matter with someone’. There is a need to ensure such developments meet the stated goals of world-class facilities and well-designed spaces to speed up recovery and ensure the appropriate treatments. Outside of these pockets of innovation however, a sizeable legacy remains of outdated facilities that will continue to impact patients. Notwithstanding the intentions of the architects and service designers in the planning of health centres, the microlevel facets of the patient experience still need to be fully understood, since there lacks an emphasis on listening to the voice of the patient.
Through a deeply empathetic ‘design thinking’ lens, this research identified the multiplicity of barriers and enablers of person-centred care with hospital waiting spaces. Following a comprehensive review of literature, an initial conceptual framework was developed. This was then tested, initially via a pilot study for feasibility, before a main study conducted through a novel two-stage exploratory design. This incorporated ethnographic observation in a real NHS setting to portray situated happenings, followed by a series of semi-structured case interviews providing rich insights from the patients’ perspectives.
The results indicated important patient considerations: whilst the physical characteristics (sounds, décor, wayfinding, etc) contributed, it was revealed that ‘what mattered’ included a sense of choice, agency and dignity, and this clearly impacted well-being. As a result, an innovative theoretical framework was developed that identified the key barriers and enablers of positive patient experiences. Finally, guide for practice emerged: a discussion checklist for including multiple patient-centred considerations for future projects